Y'know, you can death combo Fox at ~35% with Dair -> Utilt -> SH Dair, sliding forward on the first Dair to shove him off the stage?
It requires fox to be at stage's edge (reasonably likely if he's just lasering) and within a very specific damage window (<=5% margin either side of the optimal value) so it's not a realistic combo (especially as his Usmash will usually beat out the first Dair) but it's pretty amazing when it works.
You know, dair can be meteor cancelled pretty easily, so even if the combo works, it's not necessariy a "death combo". You might have to dair repeatedly, and even then, nothing's guaranteed, but I can see this actually putting them in an unfavorable position offstage.
Also, Meteor Dash trades with Roy's UpB in a rather favourable fashion and, since they have no control over UpB's motion, it's nowhere near as hard and risky as Meteor Dash vs any other recovery.
Man, you really like that dash attack, don't you? I remember you were also suggesting that Kirbys use that against Fox's foxfire. Well, I'll have you know that any Roy who knows what he's doing will sweetspot his upB, making trading very unlikely. They have reasonably good control over the motion of the move, too. They can manipulate, to a degree, how horizontal the move's trajectory is, so don't think that it's not hard or risky to just "meteor dash" a roy offstage. IMO, dair, bair, and even dangled fsmash are much better options.
I wanna start play more Kirby. What should I know?
WD>dtilt is a standard grounded approach w/ Kirby. If you wanna move around while remaining crouched (example would be trying to stay under Falco's lasers), then get consistent w/ your wavedashes. Bair is your GTFO move. Utilt works very similarly to the Spacies' utilt and can be used similarly as well, but it's not nearly as good. Poke w/ your tilts. In addition to the tilts I already mentioned, ftilt has decent range and knockback. Kirby has a Fence of Pain; use it when you can. ALL your throws can cause you to kill yourself, except for dthrow, so watch where you use them. Speaking of dthrow, that throw sets up for great tech chases, and if they don't tech, jab reset them.
- The only safe throws are uthrow and dthrow.
- Jigglypuff-style DI is necessary for this character to be even remotely viable.
- Utilt is amazing, and combos into uair.
- Uair is the only real kill move.
- Dair isn't a good KO move, it's better for approaching shielding characters.
- Bair is about as good as Jigglypuff's fair.
- You can duck under almost anything.
- Dtilt has the same range as a Marth ftilt but comes out quicker.
- Swallowcide is only possible if you're not on the stage, on stage they can shake out.
- Doing aerials right after your jumps for recovery makes you recover further. uair > bair > fair in order of longest horizontal recovery amount.
- The fox matchup is nearly impossible.
I actually like bthrow a bit. If you throw it out quickly without pummeling, the opponent often is not ready to mash out before they get thrown, especially if they're not close enough to the edge to feel threatened by a Kirbycide. Its trajectory is pretty good for sending opponents offstage, too. Also, about swallowciding, I feel that, even if you attempt it while at the edge onstage, it still puts the opponent in an unfavorable position. Usually, when they mash out, they pop straight to the ledge, with you still onstage. That places you in the position of the potential punisher. Idk, just something to throw out there...
Pichu actually edgeguards kirby pretty well...
Kirby is super easy to jolt, like puff, but kirby doesn't have the silly pound.
Pichu can also nair/dair through kirby's fair.
On stage gimps also work when Pichu CCs...
Now kirby has some stuff going for him as well...
but Pichu has more.
its still pretty close, but I think its in Pichu's favor.
Pichu can also fsmash Kirbys that miss the sweetspot on their upB, the few times they're forced to use it, even though it IS SDI-able. I agree that the MU is in Pichu's favor, but not by much. I believe the MU charts say it's 6:4 Pichu, but I'm leaning more towards 55:45 in Pichu's favor.
Why? It doesn't have anywhere near as much strength as that part of Kirby's Usmash. Kirby's Usmash isn't impossible to hit with, it's just really unlikely you'll be able to use it. When you're in a situation where it works, you'll be glad you remembered it.
Tbh, hammer's a decent punish on certain things like a broken shield, a failed rest, or a missed grapple. It's just too easy to accidentally miss the sweetspot w/ usmash.
I will argue that Game and Watch counters all -chus though. COME AT ME BRO.
Hmmm, well, CC usmash (from either -chu) kinda makes life difficult for G&W, since it kills him so early. CCing their nairs isn't easy, either. What makes you say that G&W counters -chus?